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This thread, you are going to want to bookmark it, is for crowd sourcing stats for anyone who is running The Coming Storm and The Eleven Lights with the new RuneQuest Roleplaying in Glorantha. I'll try to keep and eye on it, and provide what help I can, but generally you should ask for help with stats, and provide it. Eventually we might be able to create a community PDF of suggestions from folks who have worked their way through the campaign for those coming along.

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Because someone asked for Doblian Dogeater stats. I would start with the Silver Shields peltasts stats as given in The Cradle scenario. p140 on the Moon Design reprint of Pavis. I would tweak from there.

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So my group of RQG PCs will be meeting Wandle soon. Ian has suggested Nymph for when she is happy, Vough for when she is angry. I am just wary that the PCs will foolishly resort to violence (they are easily startled) and want to make sure they regret it if they make that mistake. Any suggestions for pumping her up RQG-style. She has been an ally of the Red Cow (and presumably got some collateral worship) for centuries. Maybe Ulanin the Rider can be summoned to her aid in extremities or Orstalor Spearlord?? Not to mention swarming them with river/local spirits and general dire curses after she escapes. Any other ideas?

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Some thoughts on running Eleven Lights in Runequest Glorantha. I hope you find this useful and/ or sparks off some thoughts on how you would run the game.

Character creation- adapting the core book

The Runequest core book character creation assumptions will need to be modified for a “Coming Storm” campaign:

1.All PCs will be from the same clan- the Red Cow clan, rather than the diverse backgrounds outlined in the core books. RQG page references- p24, p60 & p103-109.

2.Define early on which clans the PCs’ mother come from = p 11-12 of the “Coming Storm” gives you some advice- it will provide plot hooks for characters- the different Clans marry out.

3.Default starting date for the Coming Storm campaign is 1618, not RQG’s 1625 plus. Use the parents’ and grandparents’ family history in character creation- Runequest core book p27- 36. As you PCs will have not gone through the Hero Wars, they will start with a lower base values than the default assumptions in RQG, but higher than default RQ2. They will rapidly progress during the campaign,

Passions will need to be adapted and personalised to reflect the campaign setting.Loyality: Red Cow ClanDevotion: deity as per normalLove: family- this shouls include the maternal side of the family which means links and bonds with other clans.Hate: this should reflect traditional clan enemies such as Ogres, Telemori, the Lunar Empire.

If you have “rattle born” PCs (Coming Storm p13) then this should be recorded as a “Flaw” starting at 60%. As GM or PCs use to establish the maturity or otherwise of decision making by a “rattle born” PC.

As campaign progresses- there are references to “directed improvements”(a Heroquest game system term) to factions. Under Runequest Glorantha rules, this should be reflected as aloyalty passion starting at 60%. It is quite likely that PCs will gain conflicting passions- this is to be encouraged by the GM. The passions are one of the major changes to Runequest Glorantha compared to previous editions such as RQ2. GMs re-inforce player decisions at key moments with mechanical improvements. This will emphaise to players that they have made a key social decision, with consequences for future play.

Heroquesting

There are two heroquests in the Eleven Lights:
1. The Stealing of the Giant’s Cows (Eleven Lights p30-36). This is an annual “this world” heroquest and the PC’s partipation can be moved from year to year as the campaign flow dictates.

2. The Three New Stars- a Glorantha changing heroquest which takes places in 1621-22 (Eleven Lights p 115-143).

Until the Gamemaster’s book is published with guidance on running heroquests in RQG, I can offer no advice. It us quite possible that if you start a campaign in autumn 2018, by the time you will need the heroquest rules, they will be available.

Major NPC statistics

The Coming Storm details 60 NPCs with portraits of each by Rachel Khan. The majority of NPCs do not require complete RQG statistics- many are your kith and kin and physical violence should be considered unthinkable.

There are perhaps three ways to use statistics as and when necessary:

1.The “quick and dirty” method- each major NPC has runes against their name- for social combat assign a percentage against a suitable rune on the fly and use an opposed role against the PC’s ability (RQG p142-144).Example: a PC is using his orate ability to persuade Chief Broddi Strong Kin that he be allowed to take part on “the stealing of the giant’s cows” heroquest despite having brought the clan into trouble recent. Broddi will resist with his Mastery rune at 95%.

Sample statistics for Telemori, giants, the Crimson Bat are given in the forthcoming Glorantha Bestiary. One little quirk between Heroquest and Runequest, Heroquest uses the imperial measurement system, while Runequest uses the superiormetricsystem, so Willandring the giant is 35 ft tall in Heroquest; roughly 10.5 metres tall in Runequest. The statisitics I rolled are not that much differenet from the Bestiary but are presented as an example for you:

Note:Willandring is hobbled by an injury inflicted on leg by Karganar Blood- Eye, the clan founder. Healing Willandring is a major plot point and so I would recommend that only the Rune magic “Heal Body” is effective (RQG p330).

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3.Default starting date for the Coming Storm campaign is 1618, not RQG’s 1625 plus. Use the parents’ and grandparents’ family history in character creation- Runequest core book p27- 36. As you PCs will have not gone through the Hero Wars, they will start with a lower base values than the default assumptions in RQG, but higher than default RQ2.

Or shift Character Generation back. PC's born in ~1597. Can leave grandparents history as is. Start parent's history with 1602 events and run up to 1613 with Starbrow's Rebellion. PC's initiated in ~1612. Start the PC's with Starbrow's Rebellion. Use Year 1623 table for Years 1615-6 but replace "17–20 Fought in the Siege of Nochet (below)." with your choice of: 1) Nearly killed in battle between Lunars and rebels. Add +5% to Battle. Give yourself a distinctive scar. 2) Nearly killed or temporarily driven insane by Lunar magic. Gain Hate (Lunar Empire) and add +5% to Spirit Combat. 3) Nearly killed by rebel bandits. Gain Battle +5% and Hate (Rebels) 60%. 4) Nearly killed by Telmori raiders. Gain Hate (Telmori).

I think you could reasonably include all 4 above. Orlmarl of the Culbrea is a Chariot Driver and follower of Mastakos so they definitely exist. The Entertainers are the local skalds - likely at least one in any chieftain's hall (and maybe one in training). Nobles are those of whichever bloodlines typically produce chieftains and thanes. Scribes will be those folk sent to the LM temple in Jonstown to learn to be Lawspeakers and have then returned to the clan/tribe.

1 hour ago, Dimbyd said:

6.No PCs should be severed from society eg no Humakt or Babeestor Gor- PC actions and decisions should have consequences for their clan/ faction/ nation.

There are several ways that Humakti can be included: maybe severed from clan, but have joined Queen Ivartha; or ritually severed from their bloodline and now dedicated to the clan chief; and probably some other alternatives.

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6.No PCs should be severed from society eg no Humakt or Babeestor Gor- PC actions and decisions should have consequences for their clan/ faction/ nation.

There's no restrictions placed on cult membership in the coming storm. There are 5 initiates and 1 devotee of Humakt in the clan. Likewise with Babeester Gor, there are enough Ernalda worshippers to justify having one in the clan.

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6.No PCs should be severed from society eg no Humakt or Babeestor Gor- PC actions and decisions should have consequences for their clan/ faction/ nation.

There's no restrictions placed on cult membership in the coming storm. There are 5 initiates and 1 devotee of Humakt in the clan. Likewise with Babeester Gor, there are enough Ernalda worshippers to justify having one in the clan.

Being severed from family only protects the community from the consequences of your actions if they give you up from their protection. They may not be willing to do so. If anything this increases the peril from taking actions that could have repercussions - you could cause strife within the clan as different factions argue over whether or not to hand you over.

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- any NPC that is given a proper description (not just a name in passing) is probably at least as good as the starting PCs, and probably better, if you need stats for them at all.

- The Runes that are in the NPC description are all at least 70%-80%, and if they are a Devotee will be at least % in their cult runes.

- any character that is a Devotee in HQ will be a Rune Lord or Rune Priest at least in RQG, and will have the appropriate advantages and the required skills at at least 90-100% or more.

- their keyword is roughly equivalent to profession in RQG - give them the skills they need for that profession at a high level. Thane is roughly Noble.

- HQG talks about Lunar Phases - any character that has a Lunar Phase will be a member of a Lunar specialty cult (usually a Seven Mothers sub-cult), and will be able to use their Moon Rune in place of another rune to cast magic (in addition to normal Moon magic), and probably has access to an extra spell or two either via that means eg Deezola might be able to cast some Earth spells, using her Moon rune in place of Eartth) or via one of the existing runes (eg Yanafals Tarnils can cast True Sword using their Death Rune or using their Moon Rune as their Death Rune if it is higher. Until we have the RQG writeup (well, some of us have access to the GenCon draft, if anyone wants to summarise) that will do - you should be able to wing it from the Pavis writeup.

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There's no restrictions placed on cult membership in the coming storm. There are 5 initiates and 1 devotee of Humakt in the clan. Likewise with Babeester Gor, there are enough Ernalda worshippers to justify having one in the clan.

Indeed. Some cults are awkward. Elmal for example, as the conflict between Heler and Elmal is central to the rivalry between the Dolutha and Red Cow. Lunar cults will be tricky in the 11L campaign, as the assumption is that PCs are at best neutral to the Empire at the outset. Of course, you can have a Lunar convert as a PC, but it will mean you stray further off the material presented.

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I hope nobody minds, but I've taken the liberty of collecting together the notes from this thread and put them in a page on the RQG fan wiki. Follow the link in my sig to check it out. Please feel free to correct/edit away.

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What could happen to Darna Longcoat, when she in a rush of jealousy stabbs with dagger Kangharl Black-Brow in the back? And she is also caught with adultery with Kangharl? How does sartarite culture and Ernalda cult judge her? Losing seat in Clan Ring? Losing her place as High Priestess of Ernalda in Red Cow? Or even casting her as outlaw?

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What could happen to Darna Longcoat, when she in a rush of jealousy stabbs with dagger Kangharl Black-Brow in the back? And she is also caught with adultery with Kangharl? How does sartarite culture and Ernalda cult judge her? Losing seat in Clan Ring? Losing her place as High Priestess of Ernalda in Red Cow? Or even casting her as outlaw?

This would be a case of kinstrife, and depending on the permanence of Kangharl's damage, may cause severe magical problems for the entire clan, and political consequences for her birth clan, too.

First of all, a rush of jealousy is not very Ernaldan - this kind of behavior is expected from Storm Rune people, not Earth Rune people. It would be very much out of character.

Being caught in adultery would be serious, but could be avoided in making it a magical ritual where both take the roles of deities. It would be a lot less personal that way, though.

I am not sure how divorcing her current husband could be managed without her giving up priestesshood and clan membership, even if she immediately re-marries Kangharl. Technically, she would be the newest member of the women's circle. Becoming his widow (or pro-forma widow during an exile of his) would allow her to remain in her childrens' clan and maintain her position. An exile of her husband would even lower the adultery threshold - after all Ernalda had other husbands during Orlanth's exile.

If any Heortling wife married into a clan murdered her husband, this would be a severe case of kinstrife, probably attracting dire chaos. A Heortling wife lethally fending off the unwanted advances of a male clan member other than her husband would be justified self-defence against someone who has committed kin-strife, but that doesn't change anything about Chaos being attracted to this magical weakness of the clan.

A Heortling wife consummating an affair with another male from the clan she married into does weaken the clan's magic considerably. If the chief priestess does this outside of some magical/mythical precedence, the consequences would be twice as dire. Again, there is the exception "the magic made me do it" that e.g, Yinkini, Eurmali and to some extent Orlanth Niskis worshippers can (and will) field in such cases.

The Earth Queen as a mythical being cannot really be accused of infidelity as she is the wife or at least bride to all. As long as there is the magical/mythical precedent and justification, the priestess is not the same person during those moments of magical re-enactment that she is in her married life, but an embodiment of the Goddess. There is the problem of providing such justification when the motives are more personal than ritual, though, and the accusation of hypocrisy is as damning to a head priestess as infidelity is to a normal housewife. Both will anger the deities and the ancestors, with repercussions to both the perpretators and their community (in this case, or more often their communities).

As tp the personal consequences, the harder the clan as a whole is hit by the magical, political and resulting economical backlash, the harder it hits back at the individual. Divorce basically means exclusion from the clan she used to lead, bad relationship with her birth clan which must take responsibility for her in terms of weregeld (though probably covered by the amount of wealth she brought into the clan, although normally an equal amount would be married back to the other clan directly or through a chain ring of such weddings between the various inter-related clans of the tribe (given Darna's dislike for the Culbrea and Maboder marriages, there is a high likelihood that more than one Cinsina clan excepting the Dolutha might get involved in an ugly aftermath).

If there is an eruption of evil magical energy brewing as the consequences of a foul deed, the normal reaction of the clan is to make the culprit the recipient of the worst of this impact. In mild cases, this leads to an involuntary initiation to Eurmal as the Scapegoat. In harsh cases, the individual becomes the focus of what the Orlanthi perceive as Chaos, and the object of a Chaos hunt by the local inter-clan Storm Bull community. In really bad cases, the individual turns into a named Chaos horror that is going to plague the clan for generations to come, though perhaps not quite on the level of King Brangbane. Maybe not.

In such cases, the transformed individual is likely to suffer a series of bad ends and involuntary returns in ever worse shape and appearance, reinforced by curses that get added to the annual clan rites. There is a chance that in a corner of the consciousness of the transformed entity, remnants of the former person get to experience and watch the downward spiral in never quite numbing horror, with just enough sanity left to be drowned in self-loathing.

Not that the individuals who have the bad luck to fall to such dark passions have an idea what they are facing at the time of the deed.

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No quite the coming storm but Patrol suggest's the use of the encounters from Satar: Kingdom of Heroes. I started to flesh out Encounter 2 Bandits (Garhendrik's Bandits). My campaign has justed started so I haven't created the Man himself yet.